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-Ziggy-;1860750']you are using 1.54 because of a barely noticeable stretch of a forearm glitch?

yeah ... thats' gamebreaking ! FPDR

Nhaa not really, and yes its very noticeable! Im still at 1.54 cause in more ways 1.57 has more bads then goods as iv seen in the last 2 patches. Just feel fit with 1.54 for now, but BIS is getting it done in the right way and ill be getting the nice good patchs to come. Its that its been an bug for an while now. For all the beta test thats been done and patches that been out i would hope they would fix that by now.

The fact you hear (and see) Engage that xxx on the first click is a data side error, which unfortunately will not be fixed even in 1.58 - it will be fixed in the next stable patch. However, the functionality is really there. First click does Target, second does Engage, and if the unit did not open fire yet, third click does Fire.

I could never tell the difference between them but the second one could be ordered over and over while the first one could only be order once per target.

In the original OFP RMB while commanding was used to assign targets (i.e. Target). You describe this as still working in A2/OA, but it does not for me (at least with default control setup), as RMB closes the commanding menu to me, this is why we have come up with a bit different scheme. I think current method of Target / Engage / Fire is quite intuitive.

Unfortunately there is a bug causing the audible and written feedback to no match (Engage appears instead of Target). This will be fixed in a future patch.

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It seems more I have to cut thrust completely to have the nozzles come down. Also its much harder now to slow down while having thrust.

I don't know how much the aircraft models control surfaces and nozzle position actually show what is going on with the flight model, but it worked out better before. I will go for further testing and maybe its just something I have to learn new, but landing on the carrier was second nature before, now it is hard work and needs more than one approach...which is impossible in real life since this would eat up the water injection storage.

EDIT:

Figured it out...I was wondering why I had no flap control in hover, works fine now I just have to apply the full flap before autohover.

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The fact you hear (and see) Engage that xxx on the first click is a data side error, which unfortunately will not be fixed even in 1.58 - it will be fixed in the next stable patch. However, the functionality is really there. First click does Target, second does Engage, and if the unit did not open fire yet, third click does Fire.

It would appear that the 'second-click' engage cannot be cancelled neither by ordering "3-6 Disengage" nor "1-1 Fall back". The only way to get to cancel the attack-run was to order the AI to move somewhere-- and THEN order a fall back to my position.

This may have been a specific problem where I gave the engage order to a unit which had just been killed and where the AI had not had time to report it yet. Beyond that the system is quite intuitive (and will be more so with voice/text interface) and very preferable to the old one.

Thanks

--

Are there any plans to increase the frequency and reliability of the other aspects of AI feedback-- Voice messages specifically?

:: Both the leader-player and AI soldiers will inconsistently report "contact down" or indeed 'new contacts'-- sometimes these will just appear or magically be removed from the targets list.

:: It would have been supremely helpful if the player was given some idea if a spotted contact was HEARD or actually SPOTTED. (a text indication would be sufficient) as these are two very different contact situations.

:: A voice only (not radio) confirmation when the AI are all 'back in formation' when ordered so-- would remove the need for a lot of looking around.

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In the original OFP RMB while commanding was used to assign targets (i.e. Target). You describe this as still working in A2/OA, but it does not for me (at least with default control setup), as RMB closes the commanding menu to me, this is why we have come up with a bit different scheme. I think current method of Target / Engage / Fire is quite intuitive.

Ahh yes, I have unassigned "Reveal Target" from my "Second Mouse button" and put it on an extra mouse button. Also I have removed the default setting of "Second Mouse Button" from the command "Back", this stops the command menu from closing. But basically; Command menu and Reveal Target seems to be the old OFP way of doing it and it still works

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Found another bug with the AI. If you give the AI a WP with secure or careless behavior they just ignore the formation you give them at the WP. Only in Aware and combat behavior they move in formation.

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In anticipation of a soon to come 1.58 stable there is now 1.58 public beta (not compatible with 1.57 servers, but still installable side by side with it). As usual, grab it at http://www.arma2.com/beta-patch.php

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Dwarden, could you please say if anything like this is planned for the future of Arma 2 CO at the moment? Or if we will at least get the possibility to change the Loadout of Units placed in the Editor without Scripting? Just a little button in the window where you choose the desired Unit that appeares if the Unit is Infrantry. If you hit it this brings up the Loadout screen for this Unit. This would be really cool

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I would like to continue to push for separating some AI routines from the 1 cpu core and spreading the load to others. Surely it is possible to move some threads to other cores? The potential performance increase could be game-changing!